|Commander / EDH||Legal|
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|Khans of Tarkir||Rare|
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Howl of the Horde
When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Raid — If you attacked with a creature this turn, when you cast your next instant or sorcery spell this turn, copy that spell an additional time. You may choose new targets for the copy.
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Howl of the Horde Discussion
1 week ago
2 months ago
My favorite combo is Living Lore + Cruel Ultimatum (with something like Heartless Summoning or Mass Hysteria so you're ready to swing every turn). Is there a worse fate for a MtG player than being on the receiving end of a Cruel Ultimatum every turn? I don't think so. (Well, maybe watching a Soul Sisters mirror match, but never mind)
That said, I have this little combo deck I call "bye bye land", which uses Devastating Summons + Howl of the Horde to generate six huge tokens (which is usually more than most decks can deal with) after swinging with Sakura-Tribe Elder or Coiling Oracle and it's probably the most fun combo to pull off, because most people don't understand why I'm swinging with a 1/1 weenie against their untapped 4/5 beatstick, until they see me play Howl and go "oh shit WHAT DO YOU MEAN THIS ISN'T SCAPESHIFT". (one guy even tried to Slaughter Games the Scapeshifts out of my deck, only to realize there were none hahahaha)
2 months ago
what, no Goblin Grenade? May also consider Howl of the Horde as it works great in aggro decks and can multiply some of those spells like Krenko's Command. Also consider Quest for the Goblin Lord... it would be magical in this deck.
But great deck. plus one sir!
2 months ago
I'm pretty sure there's an easy way to break Paradox Engine in this kind of deck. Now your Gobbos will untap after every spell you play, which means you can use the same two creatures to copy each of your spells.
Howl of the Horde potentially allows you to copy a single spell four times over. If that's going towards a direct damage X spell, this usually spells game over.
Regrowth is the best recursion tool your deck has access to; it effectively trades itself for two cards in your graveyard.
Beast Within is your removal spell to take care of anything. Hard removal that can get rid of lands, planeswalkers, artifacts, enchantments, and creatures all in one card should be respected.
Shamanic Revelation refuels your hand and buffers up your life total a bit.
Purphoros, God of the Forge is essential to any red token strategy. Hard to remove, and directly attacks ALL your opponents.
Second Harvest has the potential to triple the number of tokens on your board.
Hull Breach blows up every single mana rock and pillow fort enchantment standing in your way to victory.
Treacherous Terrain finishes games. Not much else to say here; the basic landcycling versatility can be useful as well.
Clan Defiance can remove up to two creatures and still have enough energy to give your opponent a nice beating to the face. Copying it a second time opens a world of options.
Boundless Realms will ensure you will have all the mana you will ever need to play on your X spells.
Great decklist! Always love commander decks built around a theme.
rco on Kari Zev EDH
2 months ago
A few suggestions! Some red goodstuff, including Pyromancer's Goggles, Cathartic Reunion, Howl of the Horde, Mob Rule, and Commune with Lava. I feel like you want a sac outlet to take advantage of Ragavan -- Shivan Harvest is a very strong one, although it might draw too much hate. And Custody Battle, the best red card ever :)
3 months ago
Things I would change...
Call of the Gatewatch - It's just to fair of a card.
Fabricate - You really don't have any Artifacts that you NEED to find.
Howl of the Horde - Relies to much on having other cards, doesn't work at all by itself.
Ponder - Not a great card to hit with Narset.
Preordain - Not a great card to hit with Narset.
Tragic Arrogance - If it didn't say Planeswalker then I would totally use it.
Darksteel Ingot - You don't really need this many 3 drop ramp cards that don't produce a color of mana.
Commander's Sphere - Same as above.
Jeskai Banner - You have so many other ways to ramp this one is not good at all.
Sphinx-Bone Wand - Is not a good card. You are either going to be playing it turn 7 and not doing a lot of damage with it or you will just get a few points each turn at best. You can find other finishers.
Vedalken Orrery - I think you need to just run more cards that limit players to only using spells during their turn and not worry about casting everything at Instant speed.
Assemble the Legion - You really don't need to be casting this with Narset's trigger, and then having to wait a turn for it to take any minor effect. This card is only great with 2 other cards Cathars' Crusade or Skullclamp, and you don't need to run either of those. I would just get rid of it and keep in the prison effects.
Banishing Light - If anything this should be an Oblivion Ring instead.
Indestructibility - Can be replaced by many other cards that do the same for cheaper.
Leyline of Anticipation - If you're going to run any cards that allow you to cast things at Instant speed I think this should be it. If at all.
Myth Realized - Another card that does absolutely nothing if you hit it off a Narset trigger, it's a wasted trigger.
Oath of Gideon - Does nothing for you in terms of using certain abilities faster on your current Planeswalker lineup.
Counterflux/Counterspell - And pretty much any counter spell at all is bad in this deck, because it's a wasted card for Narset triggers. I think Cryptic Command is a good one and maybe a few of the other ones. I'm not saying that you shouldn't run any counter magic, and if you do Counterspell is one of the best, but I don't like them.
Fact or Fiction - Is kind of working against your game plan. You want to stack cards on top of your deck to cast for free with Narset, not let them put some in your hand and the rest in your graveyard.
Reverberate - Can be a game winner when you use it on some of your extra turn spells, but I think if you want to run any copy effects then this should be the only one.
Dovin Baan - Just a little weak, but I know you want to try him out.
Jace Beleren - Weak, and helps in to many ways.
Things I'd add...
Chandra, Torch of Defiance - Great card can't really beat her Ult!
Insidious Will - Can be a good counter spell. It either counters, or if you hit it with Narset it lets you copy another card hit with her trigger at Instant speed.
Chaos Warp- This works pretty much like a counterspell, but can be useful when you get it off a trigger.
Cataclysm - Is a much better Tragic Arrogance.
Mirari - Can function as a better copy spell enabler, I would replace Reverberate with it.
Aggravated Assault - Have this and Feast and Famine and you win.
Nahiri, the Harbinger - Is just a great way to exile stuff, or you can find a Artifact that you need to win.
Saheeli Rai - This can help you win games, but it doesn't do a lot off the bat.
Dack Fayden - Is just awesome by himself.
Ajani Steadfast - Great pillow fort Ult.
Seize the Day - Great extra combat with flashback.
Time Spiral - Is awesome, but expensive.
Coalition Relic - Great accelerator.
Boom/Bust - Is another great LD card.
Catastrophe - Probably one of the better board wipes you could play.
Rising Waters - Is the perfect stax card for this deck.
4 months ago
Neat list! Here are some cards to think about:
Howl of the Horde wins games.
Red Elemental Blast saves your wins.
Cathartic Reunion nets you four cards for two mana. That's a good deal.